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Dungeon Master's Guide

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VILE LORE<br />

The Book ofVile Darkness touches on every evil in the<br />

cosmos. A character can use the lore the book contains<br />

to unearth terrible secrets no mortal should know. Among<br />

the contents a character might fi nd are the following, plus<br />

whatever else you choose:<br />

Vile Apotheosis. The book could hold a ritual that allows a<br />

character to become a lich or death knight.<br />

True Names. The true names of any number of fiends<br />

might be in the book.<br />

Dark Magic. Several spells of horrific evil of the OM's<br />

design and choosing could be in the book. Spells could<br />

impose dreadful curses, disfigure others, require human<br />

sacrifice, afflict creatures with crippling pain, spread vile<br />

plagues, and so on.<br />

A creature attuned to the book must spend 80 hours<br />

reading and studying it to digest its contents and reap its<br />

benefits. The creature can then freely modify the book's<br />

contents, provided that those modifications advance evil<br />

and expand the lore already contained within.<br />

Whenever a non-evil creature attunes to the Book<br />

of Vile Darkness, that creature must make a DC 17<br />

Charisma saving throw. On a failed save, the creature's<br />

alignment changes to neutral evil.<br />

The Book of Vile Darkness remains with you only<br />

as long as you strive to work evil in the world. If you<br />

fail to perform at least one evil act within the span<br />

of 10 days, or if you willingly perform a good act, the<br />

book disappears. If you die while attuned to the book,<br />

an entity of great evil claims your soul. You can't be<br />

restored to life by any means while your soul remains<br />

imprisoned.<br />

Random Properties. The Book of Vile Darkness has<br />

the following random properties:<br />

3 minor beneficial properties<br />

• 1 major beneficial property<br />

3 minor detrimental properties<br />

2 major detrimental properties<br />

Adjusted Ability Scores. After you spend the<br />

requisite amount of time reading and studying the<br />

book, one ability score of your choice increases by 2, to<br />

a maximum of 24. Another ability score of your choice<br />

decreases by 2, to a minimum of 3. The book can't<br />

adjust your ability scores again.<br />

Mark of Darkness. After you spend the requisite<br />

amount of time reading and studying the book, you<br />

acquire a physical disfigurement as a hideous sign<br />

of your devotion to vile darkness. An evil rune might<br />

appear on your face, your eyes might become glossy<br />

black, or horns might sprout from your forehead. Or<br />

you might become wizened and hideous, lose all facial<br />

features, gain a forked tongue, or some other feature<br />

the DM chooses. The mark of darkness grants you<br />

advantage on Charisma (Persuasion) checks made to<br />

interact with evil creatures and Charisma (Intimidation)<br />

checks made to interact with non-evil creatures.<br />

Command Evil. While you are attuned to the book<br />

and holding it, you can use an action to cast the<br />

dominate monster spell on an evil target (save DC 18).<br />

You can't use this property again until the next dawn.<br />

.<br />

BooK OF<br />

VILE DARKNESS·<br />

BooK OF<br />

EXAL TEO D EEDS<br />

.,<br />

. . .<br />

• '<br />

Dark Lore. You can reference the Book of Vile<br />

Darkness whenever you make an Intelligence check<br />

to recall information about some aspect of evil, such<br />

as lore about demons. When you do so, double your<br />

proficiency bonus on that check.<br />

Dark Speech. While you carry the Book of Vile<br />

Darkness and are attuned to it, you can use an action<br />

to recite word from its pages in a foul language known<br />

as Dark S peech. Each time you do so, you take 1d12<br />

CHAPTER 7 I TREASURE<br />

223

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